Random professions now selected for random characters, with "Survivor"
weighted heavily and expensive/flaw professions weighted less heavily.
Code cleanup.
Add pocketknife and (usually) matches back to the 0 cost flavor
professions, since they can be randomly selected now.  I skipped matches
on professions with weak melee weapons.  Also reduce otaku cost down to 1,
but reduced it's messenger bag to a purse (i.e., tailor that trades skill for
carrying capacity).  I think it got overlooked in the big profession
rework.
More interesting cost 0 prof items for bride/groom/clown/submissive.
Creating tool_armor.json and migrating mining helmet.
Unified TOOLARMOR_ON/TOOLARMOR_OFF iuse function that can handle many new possibilities.

A generic function to swap tool armor items. Items are defined as id:
item_spoo & item_spoo_on and the TOOLARMOR_ON/OFF functions can take
care of the rest. This means that some new forms of tool armor can be
defined entirely within json files.
Eliminate the -BASIC.

If you don't know what basic means, you're basic.
Complete electric-thermal suit!

This is also proof of concept, as they all use the same TOOLARMOR_ON/OFF
function.
Wearable flashlight.
Wearable RX12.
Added bowling stuff
Migrating firefighter mask to tool armor status.
WIP commit.
Deleted Silly Code
RM13 combat armor.
Final touches.
Brackets fix.
Creating tool_armor.json and migrating mining helmet.
Unified TOOLARMOR_ON/TOOLARMOR_OFF iuse function that can handle many new possibilities.

A generic function to swap tool armor items. Items are defined as id:
item_spoo & item_spoo_on and the TOOLARMOR_ON/OFF functions can take
care of the rest. This means that some new forms of tool armor can be
defined entirely within json files.
Eliminate the -BASIC.

If you don't know what basic means, you're basic.